define([
  './defaultValue-0a909f67',
  './Matrix3-315394f6',
  './Matrix2-13178034',
  './Transforms-a05e5e6e',
  './Check-666ab1a0',
  './ComponentDatatype-f7b11d02',
  './GeometryAttribute-334718f8',
  './GeometryAttributes-f06a2792',
  './GeometryInstance-451dc1cd',
  './GeometryOffsetAttribute-04332ce7',
  './GeometryPipeline-8fb0db69',
  './IndexDatatype-a55ceaa1',
  './Math-2dbd6b93',
  './PolygonPipeline-21668b3f',
  './RectangleGeometryLibrary-d5457f7b',
  './VertexFormat-6b480673',
  './RuntimeError-06c93819',
  './combine-ca22a614',
  './WebGLConstants-a8cc3e8c',
  './AttributeCompression-b646d393',
  './EncodedCartesian3-81f70735',
  './IntersectionTests-27d49265',
  './Plane-900aa728',
  './EllipsoidRhumbLine-19756602'
], function (
  defaultValue,
  Matrix3,
  Matrix2,
  Transforms,
  Check,
  ComponentDatatype,
  GeometryAttribute,
  GeometryAttributes,
  GeometryInstance,
  GeometryOffsetAttribute,
  GeometryPipeline,
  IndexDatatype,
  Math$1,
  PolygonPipeline,
  RectangleGeometryLibrary,
  VertexFormat,
  RuntimeError,
  combine,
  WebGLConstants,
  AttributeCompression,
  EncodedCartesian3,
  IntersectionTests,
  Plane,
  EllipsoidRhumbLine
) {
  'use strict'

  const positionScratch = new Matrix3.Cartesian3()
  const normalScratch = new Matrix3.Cartesian3()
  const tangentScratch = new Matrix3.Cartesian3()
  const bitangentScratch = new Matrix3.Cartesian3()
  const rectangleScratch = new Matrix2.Rectangle()
  const stScratch = new Matrix2.Cartesian2()
  const bottomBoundingSphere = new Transforms.BoundingSphere()
  const topBoundingSphere = new Transforms.BoundingSphere()

  function createAttributes(vertexFormat, attributes) {
    const geo = new GeometryAttribute.Geometry({
      attributes: new GeometryAttributes.GeometryAttributes(),
      primitiveType: GeometryAttribute.PrimitiveType.TRIANGLES
    })

    geo.attributes.position = new GeometryAttribute.GeometryAttribute({
      componentDatatype: ComponentDatatype.ComponentDatatype.DOUBLE,
      componentsPerAttribute: 3,
      values: attributes.positions
    })
    if (vertexFormat.normal) {
      geo.attributes.normal = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: attributes.normals
      })
    }
    if (vertexFormat.tangent) {
      geo.attributes.tangent = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: attributes.tangents
      })
    }
    if (vertexFormat.bitangent) {
      geo.attributes.bitangent = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: attributes.bitangents
      })
    }
    return geo
  }

  function calculateAttributes(positions, vertexFormat, ellipsoid, tangentRotationMatrix) {
    const length = positions.length

    const normals = vertexFormat.normal ? new Float32Array(length) : undefined
    const tangents = vertexFormat.tangent ? new Float32Array(length) : undefined
    const bitangents = vertexFormat.bitangent ? new Float32Array(length) : undefined

    let attrIndex = 0
    const bitangent = bitangentScratch
    const tangent = tangentScratch
    let normal = normalScratch
    if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) {
      for (let i = 0; i < length; i += 3) {
        const p = Matrix3.Cartesian3.fromArray(positions, i, positionScratch)
        const attrIndex1 = attrIndex + 1
        const attrIndex2 = attrIndex + 2

        normal = ellipsoid.geodeticSurfaceNormal(p, normal)
        if (vertexFormat.tangent || vertexFormat.bitangent) {
          Matrix3.Cartesian3.cross(Matrix3.Cartesian3.UNIT_Z, normal, tangent)
          Matrix3.Matrix3.multiplyByVector(tangentRotationMatrix, tangent, tangent)
          Matrix3.Cartesian3.normalize(tangent, tangent)

          if (vertexFormat.bitangent) {
            Matrix3.Cartesian3.normalize(Matrix3.Cartesian3.cross(normal, tangent, bitangent), bitangent)
          }
        }

        if (vertexFormat.normal) {
          normals[attrIndex] = normal.x
          normals[attrIndex1] = normal.y
          normals[attrIndex2] = normal.z
        }
        if (vertexFormat.tangent) {
          tangents[attrIndex] = tangent.x
          tangents[attrIndex1] = tangent.y
          tangents[attrIndex2] = tangent.z
        }
        if (vertexFormat.bitangent) {
          bitangents[attrIndex] = bitangent.x
          bitangents[attrIndex1] = bitangent.y
          bitangents[attrIndex2] = bitangent.z
        }
        attrIndex += 3
      }
    }
    return createAttributes(vertexFormat, {
      positions: positions,
      normals: normals,
      tangents: tangents,
      bitangents: bitangents
    })
  }

  const v1Scratch = new Matrix3.Cartesian3()
  const v2Scratch = new Matrix3.Cartesian3()

  function calculateAttributesWall(positions, vertexFormat, ellipsoid) {
    const length = positions.length

    const normals = vertexFormat.normal ? new Float32Array(length) : undefined
    const tangents = vertexFormat.tangent ? new Float32Array(length) : undefined
    const bitangents = vertexFormat.bitangent ? new Float32Array(length) : undefined

    let normalIndex = 0
    let tangentIndex = 0
    let bitangentIndex = 0
    let recomputeNormal = true

    let bitangent = bitangentScratch
    let tangent = tangentScratch
    let normal = normalScratch
    if (vertexFormat.normal || vertexFormat.tangent || vertexFormat.bitangent) {
      for (let i = 0; i < length; i += 6) {
        const p = Matrix3.Cartesian3.fromArray(positions, i, positionScratch)
        const p1 = Matrix3.Cartesian3.fromArray(positions, (i + 6) % length, v1Scratch)
        if (recomputeNormal) {
          const p2 = Matrix3.Cartesian3.fromArray(positions, (i + 3) % length, v2Scratch)
          Matrix3.Cartesian3.subtract(p1, p, p1)
          Matrix3.Cartesian3.subtract(p2, p, p2)
          normal = Matrix3.Cartesian3.normalize(Matrix3.Cartesian3.cross(p2, p1, normal), normal)
          recomputeNormal = false
        }

        if (Matrix3.Cartesian3.equalsEpsilon(p1, p, Math$1.CesiumMath.EPSILON10)) {
          // if we've reached a corner
          recomputeNormal = true
        }

        if (vertexFormat.tangent || vertexFormat.bitangent) {
          bitangent = ellipsoid.geodeticSurfaceNormal(p, bitangent)
          if (vertexFormat.tangent) {
            tangent = Matrix3.Cartesian3.normalize(Matrix3.Cartesian3.cross(bitangent, normal, tangent), tangent)
          }
        }

        if (vertexFormat.normal) {
          normals[normalIndex++] = normal.x
          normals[normalIndex++] = normal.y
          normals[normalIndex++] = normal.z
          normals[normalIndex++] = normal.x
          normals[normalIndex++] = normal.y
          normals[normalIndex++] = normal.z
        }

        if (vertexFormat.tangent) {
          tangents[tangentIndex++] = tangent.x
          tangents[tangentIndex++] = tangent.y
          tangents[tangentIndex++] = tangent.z
          tangents[tangentIndex++] = tangent.x
          tangents[tangentIndex++] = tangent.y
          tangents[tangentIndex++] = tangent.z
        }

        if (vertexFormat.bitangent) {
          bitangents[bitangentIndex++] = bitangent.x
          bitangents[bitangentIndex++] = bitangent.y
          bitangents[bitangentIndex++] = bitangent.z
          bitangents[bitangentIndex++] = bitangent.x
          bitangents[bitangentIndex++] = bitangent.y
          bitangents[bitangentIndex++] = bitangent.z
        }
      }
    }

    return createAttributes(vertexFormat, {
      positions: positions,
      normals: normals,
      tangents: tangents,
      bitangents: bitangents
    })
  }

  function constructRectangle(rectangleGeometry, computedOptions) {
    const vertexFormat = rectangleGeometry._vertexFormat
    const ellipsoid = rectangleGeometry._ellipsoid
    const height = computedOptions.height
    const width = computedOptions.width
    const northCap = computedOptions.northCap
    const southCap = computedOptions.southCap

    let rowStart = 0
    let rowEnd = height
    let rowHeight = height
    let size = 0
    if (northCap) {
      rowStart = 1
      rowHeight -= 1
      size += 1
    }
    if (southCap) {
      rowEnd -= 1
      rowHeight -= 1
      size += 1
    }
    size += width * rowHeight

    const positions = vertexFormat.position ? new Float64Array(size * 3) : undefined
    const textureCoordinates = vertexFormat.st ? new Float32Array(size * 2) : undefined

    let posIndex = 0
    let stIndex = 0

    const position = positionScratch
    const st = stScratch

    let minX = Number.MAX_VALUE
    let minY = Number.MAX_VALUE
    let maxX = -Number.MAX_VALUE
    let maxY = -Number.MAX_VALUE

    for (let row = rowStart; row < rowEnd; ++row) {
      for (let col = 0; col < width; ++col) {
        RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, vertexFormat.st, row, col, position, st)

        positions[posIndex++] = position.x
        positions[posIndex++] = position.y
        positions[posIndex++] = position.z

        if (vertexFormat.st) {
          textureCoordinates[stIndex++] = st.x
          textureCoordinates[stIndex++] = st.y

          minX = Math.min(minX, st.x)
          minY = Math.min(minY, st.y)
          maxX = Math.max(maxX, st.x)
          maxY = Math.max(maxY, st.y)
        }
      }
    }
    if (northCap) {
      RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, vertexFormat.st, 0, 0, position, st)

      positions[posIndex++] = position.x
      positions[posIndex++] = position.y
      positions[posIndex++] = position.z

      if (vertexFormat.st) {
        textureCoordinates[stIndex++] = st.x
        textureCoordinates[stIndex++] = st.y

        minX = st.x
        minY = st.y
        maxX = st.x
        maxY = st.y
      }
    }
    if (southCap) {
      RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, vertexFormat.st, height - 1, 0, position, st)

      positions[posIndex++] = position.x
      positions[posIndex++] = position.y
      positions[posIndex] = position.z

      if (vertexFormat.st) {
        textureCoordinates[stIndex++] = st.x
        textureCoordinates[stIndex] = st.y

        minX = Math.min(minX, st.x)
        minY = Math.min(minY, st.y)
        maxX = Math.max(maxX, st.x)
        maxY = Math.max(maxY, st.y)
      }
    }

    if (vertexFormat.st && (minX < 0.0 || minY < 0.0 || maxX > 1.0 || maxY > 1.0)) {
      for (let k = 0; k < textureCoordinates.length; k += 2) {
        textureCoordinates[k] = (textureCoordinates[k] - minX) / (maxX - minX)
        textureCoordinates[k + 1] = (textureCoordinates[k + 1] - minY) / (maxY - minY)
      }
    }

    const geo = calculateAttributes(positions, vertexFormat, ellipsoid, computedOptions.tangentRotationMatrix)

    let indicesSize = 6 * (width - 1) * (rowHeight - 1)
    if (northCap) {
      indicesSize += 3 * (width - 1)
    }
    if (southCap) {
      indicesSize += 3 * (width - 1)
    }
    const indices = IndexDatatype.IndexDatatype.createTypedArray(size, indicesSize)
    let index = 0
    let indicesIndex = 0
    let i
    for (i = 0; i < rowHeight - 1; ++i) {
      for (let j = 0; j < width - 1; ++j) {
        const upperLeft = index
        const lowerLeft = upperLeft + width
        const lowerRight = lowerLeft + 1
        const upperRight = upperLeft + 1
        indices[indicesIndex++] = upperLeft
        indices[indicesIndex++] = lowerLeft
        indices[indicesIndex++] = upperRight
        indices[indicesIndex++] = upperRight
        indices[indicesIndex++] = lowerLeft
        indices[indicesIndex++] = lowerRight
        ++index
      }
      ++index
    }
    if (northCap || southCap) {
      let northIndex = size - 1
      const southIndex = size - 1
      if (northCap && southCap) {
        northIndex = size - 2
      }

      let p1
      let p2
      index = 0

      if (northCap) {
        for (i = 0; i < width - 1; i++) {
          p1 = index
          p2 = p1 + 1
          indices[indicesIndex++] = northIndex
          indices[indicesIndex++] = p1
          indices[indicesIndex++] = p2
          ++index
        }
      }
      if (southCap) {
        index = (rowHeight - 1) * width
        for (i = 0; i < width - 1; i++) {
          p1 = index
          p2 = p1 + 1
          indices[indicesIndex++] = p1
          indices[indicesIndex++] = southIndex
          indices[indicesIndex++] = p2
          ++index
        }
      }
    }

    geo.indices = indices
    if (vertexFormat.st) {
      geo.attributes.st = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 2,
        values: textureCoordinates
      })
    }

    return geo
  }

  function addWallPositions(wallPositions, posIndex, i, topPositions, bottomPositions) {
    wallPositions[posIndex++] = topPositions[i]
    wallPositions[posIndex++] = topPositions[i + 1]
    wallPositions[posIndex++] = topPositions[i + 2]
    wallPositions[posIndex++] = bottomPositions[i]
    wallPositions[posIndex++] = bottomPositions[i + 1]
    wallPositions[posIndex] = bottomPositions[i + 2]
    return wallPositions
  }

  function addWallTextureCoordinates(wallTextures, stIndex, i, st) {
    wallTextures[stIndex++] = st[i]
    wallTextures[stIndex++] = st[i + 1]
    wallTextures[stIndex++] = st[i]
    wallTextures[stIndex] = st[i + 1]
    return wallTextures
  }

  const scratchVertexFormat = new VertexFormat.VertexFormat()

  function constructExtrudedRectangle(rectangleGeometry, computedOptions) {
    const shadowVolume = rectangleGeometry._shadowVolume
    const offsetAttributeValue = rectangleGeometry._offsetAttribute
    const vertexFormat = rectangleGeometry._vertexFormat
    const minHeight = rectangleGeometry._extrudedHeight
    const maxHeight = rectangleGeometry._surfaceHeight
    const ellipsoid = rectangleGeometry._ellipsoid

    const height = computedOptions.height
    const width = computedOptions.width

    let i

    if (shadowVolume) {
      const newVertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, scratchVertexFormat)
      newVertexFormat.normal = true
      rectangleGeometry._vertexFormat = newVertexFormat
    }

    const topBottomGeo = constructRectangle(rectangleGeometry, computedOptions)

    if (shadowVolume) {
      rectangleGeometry._vertexFormat = vertexFormat
    }

    let topPositions = PolygonPipeline.PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, maxHeight, ellipsoid, false)
    topPositions = new Float64Array(topPositions)
    let length = topPositions.length
    const newLength = length * 2
    const positions = new Float64Array(newLength)
    positions.set(topPositions)
    const bottomPositions = PolygonPipeline.PolygonPipeline.scaleToGeodeticHeight(topBottomGeo.attributes.position.values, minHeight, ellipsoid)
    positions.set(bottomPositions, length)
    topBottomGeo.attributes.position.values = positions

    const normals = vertexFormat.normal ? new Float32Array(newLength) : undefined
    const tangents = vertexFormat.tangent ? new Float32Array(newLength) : undefined
    const bitangents = vertexFormat.bitangent ? new Float32Array(newLength) : undefined
    const textures = vertexFormat.st ? new Float32Array((newLength / 3) * 2) : undefined
    let topSt
    let topNormals
    if (vertexFormat.normal) {
      topNormals = topBottomGeo.attributes.normal.values
      normals.set(topNormals)
      for (i = 0; i < length; i++) {
        topNormals[i] = -topNormals[i]
      }
      normals.set(topNormals, length)
      topBottomGeo.attributes.normal.values = normals
    }
    if (shadowVolume) {
      topNormals = topBottomGeo.attributes.normal.values
      if (!vertexFormat.normal) {
        topBottomGeo.attributes.normal = undefined
      }
      const extrudeNormals = new Float32Array(newLength)
      for (i = 0; i < length; i++) {
        topNormals[i] = -topNormals[i]
      }
      extrudeNormals.set(topNormals, length) //only get normals for bottom layer that's going to be pushed down
      topBottomGeo.attributes.extrudeDirection = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: extrudeNormals
      })
    }

    let offsetValue
    const hasOffsets = defaultValue.defined(offsetAttributeValue)
    if (hasOffsets) {
      const size = (length / 3) * 2
      let offsetAttribute = new Uint8Array(size)
      if (offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP) {
        offsetAttribute = offsetAttribute.fill(1, 0, size / 2)
      } else {
        offsetValue = offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1
        offsetAttribute = offsetAttribute.fill(offsetValue)
      }

      topBottomGeo.attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
        componentsPerAttribute: 1,
        values: offsetAttribute
      })
    }

    if (vertexFormat.tangent) {
      const topTangents = topBottomGeo.attributes.tangent.values
      tangents.set(topTangents)
      for (i = 0; i < length; i++) {
        topTangents[i] = -topTangents[i]
      }
      tangents.set(topTangents, length)
      topBottomGeo.attributes.tangent.values = tangents
    }
    if (vertexFormat.bitangent) {
      const topBitangents = topBottomGeo.attributes.bitangent.values
      bitangents.set(topBitangents)
      bitangents.set(topBitangents, length)
      topBottomGeo.attributes.bitangent.values = bitangents
    }
    if (vertexFormat.st) {
      topSt = topBottomGeo.attributes.st.values
      textures.set(topSt)
      textures.set(topSt, (length / 3) * 2)
      topBottomGeo.attributes.st.values = textures
    }

    const indices = topBottomGeo.indices
    const indicesLength = indices.length
    const posLength = length / 3
    const newIndices = IndexDatatype.IndexDatatype.createTypedArray(newLength / 3, indicesLength * 2)
    newIndices.set(indices)
    for (i = 0; i < indicesLength; i += 3) {
      newIndices[i + indicesLength] = indices[i + 2] + posLength
      newIndices[i + 1 + indicesLength] = indices[i + 1] + posLength
      newIndices[i + 2 + indicesLength] = indices[i] + posLength
    }
    topBottomGeo.indices = newIndices

    const northCap = computedOptions.northCap
    const southCap = computedOptions.southCap

    let rowHeight = height
    let widthMultiplier = 2
    let perimeterPositions = 0
    let corners = 4
    let dupliateCorners = 4
    if (northCap) {
      widthMultiplier -= 1
      rowHeight -= 1
      perimeterPositions += 1
      corners -= 2
      dupliateCorners -= 1
    }
    if (southCap) {
      widthMultiplier -= 1
      rowHeight -= 1
      perimeterPositions += 1
      corners -= 2
      dupliateCorners -= 1
    }
    perimeterPositions += widthMultiplier * width + 2 * rowHeight - corners

    const wallCount = (perimeterPositions + dupliateCorners) * 2

    let wallPositions = new Float64Array(wallCount * 3)
    const wallExtrudeNormals = shadowVolume ? new Float32Array(wallCount * 3) : undefined
    let wallOffsetAttribute = hasOffsets ? new Uint8Array(wallCount) : undefined
    let wallTextures = vertexFormat.st ? new Float32Array(wallCount * 2) : undefined

    const computeTopOffsets = offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.TOP
    if (hasOffsets && !computeTopOffsets) {
      offsetValue = offsetAttributeValue === GeometryOffsetAttribute.GeometryOffsetAttribute.ALL ? 1 : 0
      wallOffsetAttribute = wallOffsetAttribute.fill(offsetValue)
    }

    let posIndex = 0
    let stIndex = 0
    let extrudeNormalIndex = 0
    let wallOffsetIndex = 0
    const area = width * rowHeight
    let threeI
    for (i = 0; i < area; i += width) {
      threeI = i * 3
      wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions)
      posIndex += 6
      if (vertexFormat.st) {
        wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt)
        stIndex += 4
      }
      if (shadowVolume) {
        extrudeNormalIndex += 3
        wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]
        wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]
        wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]
      }
      if (computeTopOffsets) {
        wallOffsetAttribute[wallOffsetIndex++] = 1
        wallOffsetIndex += 1
      }
    }

    if (!southCap) {
      for (i = area - width; i < area; i++) {
        threeI = i * 3
        wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions)
        posIndex += 6
        if (vertexFormat.st) {
          wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt)
          stIndex += 4
        }
        if (shadowVolume) {
          extrudeNormalIndex += 3
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]
        }
        if (computeTopOffsets) {
          wallOffsetAttribute[wallOffsetIndex++] = 1
          wallOffsetIndex += 1
        }
      }
    } else {
      const southIndex = northCap ? area + 1 : area
      threeI = southIndex * 3

      for (i = 0; i < 2; i++) {
        // duplicate corner points
        wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions)
        posIndex += 6
        if (vertexFormat.st) {
          wallTextures = addWallTextureCoordinates(wallTextures, stIndex, southIndex * 2, topSt)
          stIndex += 4
        }
        if (shadowVolume) {
          extrudeNormalIndex += 3
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]
        }
        if (computeTopOffsets) {
          wallOffsetAttribute[wallOffsetIndex++] = 1
          wallOffsetIndex += 1
        }
      }
    }

    for (i = area - 1; i > 0; i -= width) {
      threeI = i * 3
      wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions)
      posIndex += 6
      if (vertexFormat.st) {
        wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt)
        stIndex += 4
      }
      if (shadowVolume) {
        extrudeNormalIndex += 3
        wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]
        wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]
        wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]
      }
      if (computeTopOffsets) {
        wallOffsetAttribute[wallOffsetIndex++] = 1
        wallOffsetIndex += 1
      }
    }

    if (!northCap) {
      for (i = width - 1; i >= 0; i--) {
        threeI = i * 3
        wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions)
        posIndex += 6
        if (vertexFormat.st) {
          wallTextures = addWallTextureCoordinates(wallTextures, stIndex, i * 2, topSt)
          stIndex += 4
        }
        if (shadowVolume) {
          extrudeNormalIndex += 3
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]
        }
        if (computeTopOffsets) {
          wallOffsetAttribute[wallOffsetIndex++] = 1
          wallOffsetIndex += 1
        }
      }
    } else {
      const northIndex = area
      threeI = northIndex * 3

      for (i = 0; i < 2; i++) {
        // duplicate corner points
        wallPositions = addWallPositions(wallPositions, posIndex, threeI, topPositions, bottomPositions)
        posIndex += 6
        if (vertexFormat.st) {
          wallTextures = addWallTextureCoordinates(wallTextures, stIndex, northIndex * 2, topSt)
          stIndex += 4
        }
        if (shadowVolume) {
          extrudeNormalIndex += 3
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 1]
          wallExtrudeNormals[extrudeNormalIndex++] = topNormals[threeI + 2]
        }
        if (computeTopOffsets) {
          wallOffsetAttribute[wallOffsetIndex++] = 1
          wallOffsetIndex += 1
        }
      }
    }

    let geo = calculateAttributesWall(wallPositions, vertexFormat, ellipsoid)

    if (vertexFormat.st) {
      geo.attributes.st = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 2,
        values: wallTextures
      })
    }
    if (shadowVolume) {
      geo.attributes.extrudeDirection = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.FLOAT,
        componentsPerAttribute: 3,
        values: wallExtrudeNormals
      })
    }
    if (hasOffsets) {
      geo.attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
        componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
        componentsPerAttribute: 1,
        values: wallOffsetAttribute
      })
    }

    const wallIndices = IndexDatatype.IndexDatatype.createTypedArray(wallCount, perimeterPositions * 6)

    let upperLeft
    let lowerLeft
    let lowerRight
    let upperRight
    length = wallPositions.length / 3
    let index = 0
    for (i = 0; i < length - 1; i += 2) {
      upperLeft = i
      upperRight = (upperLeft + 2) % length
      const p1 = Matrix3.Cartesian3.fromArray(wallPositions, upperLeft * 3, v1Scratch)
      const p2 = Matrix3.Cartesian3.fromArray(wallPositions, upperRight * 3, v2Scratch)
      if (Matrix3.Cartesian3.equalsEpsilon(p1, p2, Math$1.CesiumMath.EPSILON10)) {
        continue
      }
      lowerLeft = (upperLeft + 1) % length
      lowerRight = (lowerLeft + 2) % length
      wallIndices[index++] = upperLeft
      wallIndices[index++] = lowerLeft
      wallIndices[index++] = upperRight
      wallIndices[index++] = upperRight
      wallIndices[index++] = lowerLeft
      wallIndices[index++] = lowerRight
    }

    geo.indices = wallIndices

    geo = GeometryPipeline.GeometryPipeline.combineInstances([
      new GeometryInstance.GeometryInstance({
        geometry: topBottomGeo
      }),
      new GeometryInstance.GeometryInstance({
        geometry: geo
      })
    ])

    return geo[0]
  }

  const scratchRectanglePoints = [new Matrix3.Cartesian3(), new Matrix3.Cartesian3(), new Matrix3.Cartesian3(), new Matrix3.Cartesian3()]
  const nwScratch = new Matrix3.Cartographic()
  const stNwScratch = new Matrix3.Cartographic()
  function computeRectangle(rectangle, granularity, rotation, ellipsoid, result) {
    if (rotation === 0.0) {
      return Matrix2.Rectangle.clone(rectangle, result)
    }

    const computedOptions = RectangleGeometryLibrary.RectangleGeometryLibrary.computeOptions(
      rectangle,
      granularity,
      rotation,
      0,
      rectangleScratch,
      nwScratch
    )

    const height = computedOptions.height
    const width = computedOptions.width

    const positions = scratchRectanglePoints
    RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, 0, 0, positions[0])
    RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, 0, width - 1, positions[1])
    RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, height - 1, 0, positions[2])
    RectangleGeometryLibrary.RectangleGeometryLibrary.computePosition(computedOptions, ellipsoid, false, height - 1, width - 1, positions[3])

    return Matrix2.Rectangle.fromCartesianArray(positions, ellipsoid, result)
  }

  /**
   * A description of a cartographic rectangle on an ellipsoid centered at the origin. Rectangle geometry can be rendered with both {@link Primitive} and {@link GroundPrimitive}.
   *
   * @alias RectangleGeometry
   * @constructor
   *
   * @param {Object} options Object with the following properties:
   * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians.
   * @param {VertexFormat} [options.vertexFormat=VertexFormat.DEFAULT] The vertex attributes to be computed.
   * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies.
   * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
   * @param {Number} [options.height=0.0] The distance in meters between the rectangle and the ellipsoid surface.
   * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise.
   * @param {Number} [options.stRotation=0.0] The rotation of the texture coordinates, in radians. A positive rotation is counter-clockwise.
   * @param {Number} [options.extrudedHeight] The distance in meters between the rectangle's extruded face and the ellipsoid surface.
   *
   * @exception {DeveloperError} <code>options.rectangle.north</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
   * @exception {DeveloperError} <code>options.rectangle.south</code> must be in the interval [<code>-Pi/2</code>, <code>Pi/2</code>].
   * @exception {DeveloperError} <code>options.rectangle.east</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
   * @exception {DeveloperError} <code>options.rectangle.west</code> must be in the interval [<code>-Pi</code>, <code>Pi</code>].
   * @exception {DeveloperError} <code>options.rectangle.north</code> must be greater than <code>options.rectangle.south</code>.
   *
   * @see RectangleGeometry#createGeometry
   *
   * @demo {@link https://sandcastle.cesium.com/index.html?src=Rectangle.html|Cesium Sandcastle Rectangle Demo}
   *
   * @example
   * // 1. create a rectangle
   * const rectangle = new Cesium.RectangleGeometry({
   *   ellipsoid : Cesium.Ellipsoid.WGS84,
   *   rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0),
   *   height : 10000.0
   * });
   * const geometry = Cesium.RectangleGeometry.createGeometry(rectangle);
   *
   * // 2. create an extruded rectangle without a top
   * const rectangle = new Cesium.RectangleGeometry({
   *   ellipsoid : Cesium.Ellipsoid.WGS84,
   *   rectangle : Cesium.Rectangle.fromDegrees(-80.0, 39.0, -74.0, 42.0),
   *   height : 10000.0,
   *   extrudedHeight: 300000
   * });
   * const geometry = Cesium.RectangleGeometry.createGeometry(rectangle);
   */
  function RectangleGeometry(options) {
    options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT)

    const rectangle = options.rectangle

    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object('rectangle', rectangle)
    Matrix2.Rectangle.validate(rectangle)
    if (rectangle.north < rectangle.south) {
      throw new Check.DeveloperError('options.rectangle.north must be greater than or equal to options.rectangle.south')
    }
    //>>includeEnd('debug');

    const height = defaultValue.defaultValue(options.height, 0.0)
    const extrudedHeight = defaultValue.defaultValue(options.extrudedHeight, height)

    this._rectangle = Matrix2.Rectangle.clone(rectangle)
    this._granularity = defaultValue.defaultValue(options.granularity, Math$1.CesiumMath.RADIANS_PER_DEGREE)
    this._ellipsoid = Matrix3.Ellipsoid.clone(defaultValue.defaultValue(options.ellipsoid, Matrix3.Ellipsoid.WGS84))
    this._surfaceHeight = Math.max(height, extrudedHeight)
    this._rotation = defaultValue.defaultValue(options.rotation, 0.0)
    this._stRotation = defaultValue.defaultValue(options.stRotation, 0.0)
    this._vertexFormat = VertexFormat.VertexFormat.clone(defaultValue.defaultValue(options.vertexFormat, VertexFormat.VertexFormat.DEFAULT))
    this._extrudedHeight = Math.min(height, extrudedHeight)
    this._shadowVolume = defaultValue.defaultValue(options.shadowVolume, false)
    this._workerName = 'createRectangleGeometry'
    this._offsetAttribute = options.offsetAttribute
    this._rotatedRectangle = undefined

    this._textureCoordinateRotationPoints = undefined
  }

  /**
   * The number of elements used to pack the object into an array.
   * @type {Number}
   */
  RectangleGeometry.packedLength = Matrix2.Rectangle.packedLength + Matrix3.Ellipsoid.packedLength + VertexFormat.VertexFormat.packedLength + 7

  /**
   * Stores the provided instance into the provided array.
   *
   * @param {RectangleGeometry} value The value to pack.
   * @param {Number[]} array The array to pack into.
   * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
   *
   * @returns {Number[]} The array that was packed into
   */
  RectangleGeometry.pack = function (value, array, startingIndex) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object('value', value)
    Check.Check.defined('array', array)
    //>>includeEnd('debug');

    startingIndex = defaultValue.defaultValue(startingIndex, 0)

    Matrix2.Rectangle.pack(value._rectangle, array, startingIndex)
    startingIndex += Matrix2.Rectangle.packedLength

    Matrix3.Ellipsoid.pack(value._ellipsoid, array, startingIndex)
    startingIndex += Matrix3.Ellipsoid.packedLength

    VertexFormat.VertexFormat.pack(value._vertexFormat, array, startingIndex)
    startingIndex += VertexFormat.VertexFormat.packedLength

    array[startingIndex++] = value._granularity
    array[startingIndex++] = value._surfaceHeight
    array[startingIndex++] = value._rotation
    array[startingIndex++] = value._stRotation
    array[startingIndex++] = value._extrudedHeight
    array[startingIndex++] = value._shadowVolume ? 1.0 : 0.0
    array[startingIndex] = defaultValue.defaultValue(value._offsetAttribute, -1)

    return array
  }

  const scratchRectangle = new Matrix2.Rectangle()
  const scratchEllipsoid = Matrix3.Ellipsoid.clone(Matrix3.Ellipsoid.UNIT_SPHERE)
  const scratchOptions = {
    rectangle: scratchRectangle,
    ellipsoid: scratchEllipsoid,
    vertexFormat: scratchVertexFormat,
    granularity: undefined,
    height: undefined,
    rotation: undefined,
    stRotation: undefined,
    extrudedHeight: undefined,
    shadowVolume: undefined,
    offsetAttribute: undefined
  }

  /**
   * Retrieves an instance from a packed array.
   *
   * @param {Number[]} array The packed array.
   * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
   * @param {RectangleGeometry} [result] The object into which to store the result.
   * @returns {RectangleGeometry} The modified result parameter or a new RectangleGeometry instance if one was not provided.
   */
  RectangleGeometry.unpack = function (array, startingIndex, result) {
    //>>includeStart('debug', pragmas.debug);
    Check.Check.defined('array', array)
    //>>includeEnd('debug');

    startingIndex = defaultValue.defaultValue(startingIndex, 0)

    const rectangle = Matrix2.Rectangle.unpack(array, startingIndex, scratchRectangle)
    startingIndex += Matrix2.Rectangle.packedLength

    const ellipsoid = Matrix3.Ellipsoid.unpack(array, startingIndex, scratchEllipsoid)
    startingIndex += Matrix3.Ellipsoid.packedLength

    const vertexFormat = VertexFormat.VertexFormat.unpack(array, startingIndex, scratchVertexFormat)
    startingIndex += VertexFormat.VertexFormat.packedLength

    const granularity = array[startingIndex++]
    const surfaceHeight = array[startingIndex++]
    const rotation = array[startingIndex++]
    const stRotation = array[startingIndex++]
    const extrudedHeight = array[startingIndex++]
    const shadowVolume = array[startingIndex++] === 1.0
    const offsetAttribute = array[startingIndex]

    if (!defaultValue.defined(result)) {
      scratchOptions.granularity = granularity
      scratchOptions.height = surfaceHeight
      scratchOptions.rotation = rotation
      scratchOptions.stRotation = stRotation
      scratchOptions.extrudedHeight = extrudedHeight
      scratchOptions.shadowVolume = shadowVolume
      scratchOptions.offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute

      return new RectangleGeometry(scratchOptions)
    }

    result._rectangle = Matrix2.Rectangle.clone(rectangle, result._rectangle)
    result._ellipsoid = Matrix3.Ellipsoid.clone(ellipsoid, result._ellipsoid)
    result._vertexFormat = VertexFormat.VertexFormat.clone(vertexFormat, result._vertexFormat)
    result._granularity = granularity
    result._surfaceHeight = surfaceHeight
    result._rotation = rotation
    result._stRotation = stRotation
    result._extrudedHeight = extrudedHeight
    result._shadowVolume = shadowVolume
    result._offsetAttribute = offsetAttribute === -1 ? undefined : offsetAttribute

    return result
  }

  /**
   * Computes the bounding rectangle based on the provided options
   *
   * @param {Object} options Object with the following properties:
   * @param {Rectangle} options.rectangle A cartographic rectangle with north, south, east and west properties in radians.
   * @param {Ellipsoid} [options.ellipsoid=Ellipsoid.WGS84] The ellipsoid on which the rectangle lies.
   * @param {Number} [options.granularity=CesiumMath.RADIANS_PER_DEGREE] The distance, in radians, between each latitude and longitude. Determines the number of positions in the buffer.
   * @param {Number} [options.rotation=0.0] The rotation of the rectangle, in radians. A positive rotation is counter-clockwise.
   * @param {Rectangle} [result] An object in which to store the result.
   *
   * @returns {Rectangle} The result rectangle
   */
  RectangleGeometry.computeRectangle = function (options, result) {
    options = defaultValue.defaultValue(options, defaultValue.defaultValue.EMPTY_OBJECT)

    const rectangle = options.rectangle

    //>>includeStart('debug', pragmas.debug);
    Check.Check.typeOf.object('rectangle', rectangle)
    Matrix2.Rectangle.validate(rectangle)
    if (rectangle.north < rectangle.south) {
      throw new Check.DeveloperError('options.rectangle.north must be greater than or equal to options.rectangle.south')
    }
    //>>includeEnd('debug');

    const granularity = defaultValue.defaultValue(options.granularity, Math$1.CesiumMath.RADIANS_PER_DEGREE)
    const ellipsoid = defaultValue.defaultValue(options.ellipsoid, Matrix3.Ellipsoid.WGS84)
    const rotation = defaultValue.defaultValue(options.rotation, 0.0)

    return computeRectangle(rectangle, granularity, rotation, ellipsoid, result)
  }

  const tangentRotationMatrixScratch = new Matrix3.Matrix3()
  const quaternionScratch = new Transforms.Quaternion()
  const centerScratch = new Matrix3.Cartographic()
  /**
   * Computes the geometric representation of a rectangle, including its vertices, indices, and a bounding sphere.
   *
   * @param {RectangleGeometry} rectangleGeometry A description of the rectangle.
   * @returns {Geometry|undefined} The computed vertices and indices.
   *
   * @exception {DeveloperError} Rotated rectangle is invalid.
   */
  RectangleGeometry.createGeometry = function (rectangleGeometry) {
    if (
      Math$1.CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.north, rectangleGeometry._rectangle.south, Math$1.CesiumMath.EPSILON10) ||
      Math$1.CesiumMath.equalsEpsilon(rectangleGeometry._rectangle.east, rectangleGeometry._rectangle.west, Math$1.CesiumMath.EPSILON10)
    ) {
      return undefined
    }

    let rectangle = rectangleGeometry._rectangle
    const ellipsoid = rectangleGeometry._ellipsoid
    const rotation = rectangleGeometry._rotation
    const stRotation = rectangleGeometry._stRotation
    const vertexFormat = rectangleGeometry._vertexFormat

    const computedOptions = RectangleGeometryLibrary.RectangleGeometryLibrary.computeOptions(
      rectangle,
      rectangleGeometry._granularity,
      rotation,
      stRotation,
      rectangleScratch,
      nwScratch,
      stNwScratch
    )

    const tangentRotationMatrix = tangentRotationMatrixScratch
    if (stRotation !== 0 || rotation !== 0) {
      const center = Matrix2.Rectangle.center(rectangle, centerScratch)
      const axis = ellipsoid.geodeticSurfaceNormalCartographic(center, v1Scratch)
      Transforms.Quaternion.fromAxisAngle(axis, -stRotation, quaternionScratch)
      Matrix3.Matrix3.fromQuaternion(quaternionScratch, tangentRotationMatrix)
    } else {
      Matrix3.Matrix3.clone(Matrix3.Matrix3.IDENTITY, tangentRotationMatrix)
    }

    const surfaceHeight = rectangleGeometry._surfaceHeight
    const extrudedHeight = rectangleGeometry._extrudedHeight
    const extrude = !Math$1.CesiumMath.equalsEpsilon(surfaceHeight, extrudedHeight, 0, Math$1.CesiumMath.EPSILON2)

    computedOptions.lonScalar = 1.0 / rectangleGeometry._rectangle.width
    computedOptions.latScalar = 1.0 / rectangleGeometry._rectangle.height
    computedOptions.tangentRotationMatrix = tangentRotationMatrix

    let geometry
    let boundingSphere
    rectangle = rectangleGeometry._rectangle
    if (extrude) {
      geometry = constructExtrudedRectangle(rectangleGeometry, computedOptions)
      const topBS = Transforms.BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight, topBoundingSphere)
      const bottomBS = Transforms.BoundingSphere.fromRectangle3D(rectangle, ellipsoid, extrudedHeight, bottomBoundingSphere)
      boundingSphere = Transforms.BoundingSphere.union(topBS, bottomBS)
    } else {
      geometry = constructRectangle(rectangleGeometry, computedOptions)
      geometry.attributes.position.values = PolygonPipeline.PolygonPipeline.scaleToGeodeticHeight(
        geometry.attributes.position.values,
        surfaceHeight,
        ellipsoid,
        false
      )

      if (defaultValue.defined(rectangleGeometry._offsetAttribute)) {
        const length = geometry.attributes.position.values.length
        const offsetValue = rectangleGeometry._offsetAttribute === GeometryOffsetAttribute.GeometryOffsetAttribute.NONE ? 0 : 1
        const applyOffset = new Uint8Array(length / 3).fill(offsetValue)
        geometry.attributes.applyOffset = new GeometryAttribute.GeometryAttribute({
          componentDatatype: ComponentDatatype.ComponentDatatype.UNSIGNED_BYTE,
          componentsPerAttribute: 1,
          values: applyOffset
        })
      }

      boundingSphere = Transforms.BoundingSphere.fromRectangle3D(rectangle, ellipsoid, surfaceHeight)
    }

    if (!vertexFormat.position) {
      delete geometry.attributes.position
    }

    return new GeometryAttribute.Geometry({
      attributes: geometry.attributes,
      indices: geometry.indices,
      primitiveType: geometry.primitiveType,
      boundingSphere: boundingSphere,
      offsetAttribute: rectangleGeometry._offsetAttribute
    })
  }

  /**
   * @private
   */
  RectangleGeometry.createShadowVolume = function (rectangleGeometry, minHeightFunc, maxHeightFunc) {
    const granularity = rectangleGeometry._granularity
    const ellipsoid = rectangleGeometry._ellipsoid

    const minHeight = minHeightFunc(granularity, ellipsoid)
    const maxHeight = maxHeightFunc(granularity, ellipsoid)

    return new RectangleGeometry({
      rectangle: rectangleGeometry._rectangle,
      rotation: rectangleGeometry._rotation,
      ellipsoid: ellipsoid,
      stRotation: rectangleGeometry._stRotation,
      granularity: granularity,
      extrudedHeight: maxHeight,
      height: minHeight,
      vertexFormat: VertexFormat.VertexFormat.POSITION_ONLY,
      shadowVolume: true
    })
  }

  const unrotatedTextureRectangleScratch = new Matrix2.Rectangle()
  const points2DScratch = [new Matrix2.Cartesian2(), new Matrix2.Cartesian2(), new Matrix2.Cartesian2()]
  const rotation2DScratch = new Matrix2.Matrix2()
  const rectangleCenterScratch = new Matrix3.Cartographic()

  function textureCoordinateRotationPoints(rectangleGeometry) {
    if (rectangleGeometry._stRotation === 0.0) {
      return [0, 0, 0, 1, 1, 0]
    }

    const rectangle = Matrix2.Rectangle.clone(rectangleGeometry._rectangle, unrotatedTextureRectangleScratch)
    const granularity = rectangleGeometry._granularity
    const ellipsoid = rectangleGeometry._ellipsoid

    // Rotate to align the texture coordinates with ENU
    const rotation = rectangleGeometry._rotation - rectangleGeometry._stRotation

    const unrotatedTextureRectangle = computeRectangle(rectangle, granularity, rotation, ellipsoid, unrotatedTextureRectangleScratch)

    // Assume a computed "east-north" texture coordinate system based on spherical or planar tricks, bounded by `boundingRectangle`.
    // The "desired" texture coordinate system forms an oriented rectangle (un-oriented computed) around the geometry that completely and tightly bounds it.
    // We want to map from the "east-north" texture coordinate system into the "desired" system using a pair of lines (analagous planes in 2D)
    // Compute 3 corners of the "desired" texture coordinate system in "east-north" texture space by the following in cartographic space:
    // - rotate 3 of the corners in unrotatedTextureRectangle by stRotation around the center of the bounding rectangle
    // - apply the "east-north" system's normalization formula to the rotated cartographics, even though this is likely to produce values outside [0-1].
    // This gives us a set of points in the "east-north" texture coordinate system that can be used to map "east-north" texture coordinates to "desired."

    const points2D = points2DScratch
    points2D[0].x = unrotatedTextureRectangle.west
    points2D[0].y = unrotatedTextureRectangle.south

    points2D[1].x = unrotatedTextureRectangle.west
    points2D[1].y = unrotatedTextureRectangle.north

    points2D[2].x = unrotatedTextureRectangle.east
    points2D[2].y = unrotatedTextureRectangle.south

    const boundingRectangle = rectangleGeometry.rectangle
    const toDesiredInComputed = Matrix2.Matrix2.fromRotation(rectangleGeometry._stRotation, rotation2DScratch)
    const boundingRectangleCenter = Matrix2.Rectangle.center(boundingRectangle, rectangleCenterScratch)

    for (let i = 0; i < 3; ++i) {
      const point2D = points2D[i]
      point2D.x -= boundingRectangleCenter.longitude
      point2D.y -= boundingRectangleCenter.latitude
      Matrix2.Matrix2.multiplyByVector(toDesiredInComputed, point2D, point2D)
      point2D.x += boundingRectangleCenter.longitude
      point2D.y += boundingRectangleCenter.latitude

      // Convert point into east-north texture coordinate space
      point2D.x = (point2D.x - boundingRectangle.west) / boundingRectangle.width
      point2D.y = (point2D.y - boundingRectangle.south) / boundingRectangle.height
    }

    const minXYCorner = points2D[0]
    const maxYCorner = points2D[1]
    const maxXCorner = points2D[2]
    const result = new Array(6)
    Matrix2.Cartesian2.pack(minXYCorner, result)
    Matrix2.Cartesian2.pack(maxYCorner, result, 2)
    Matrix2.Cartesian2.pack(maxXCorner, result, 4)
    return result
  }

  Object.defineProperties(RectangleGeometry.prototype, {
    /**
     * @private
     */
    rectangle: {
      get: function () {
        if (!defaultValue.defined(this._rotatedRectangle)) {
          this._rotatedRectangle = computeRectangle(this._rectangle, this._granularity, this._rotation, this._ellipsoid)
        }
        return this._rotatedRectangle
      }
    },
    /**
     * For remapping texture coordinates when rendering RectangleGeometries as GroundPrimitives.
     * This version permits skew in textures by computing offsets directly in cartographic space and
     * more accurately approximates rendering RectangleGeometries with height as standard Primitives.
     * @see Geometry#_textureCoordinateRotationPoints
     * @private
     */
    textureCoordinateRotationPoints: {
      get: function () {
        if (!defaultValue.defined(this._textureCoordinateRotationPoints)) {
          this._textureCoordinateRotationPoints = textureCoordinateRotationPoints(this)
        }
        return this._textureCoordinateRotationPoints
      }
    }
  })

  function createRectangleGeometry(rectangleGeometry, offset) {
    if (defaultValue.defined(offset)) {
      rectangleGeometry = RectangleGeometry.unpack(rectangleGeometry, offset)
    }
    rectangleGeometry._ellipsoid = Matrix3.Ellipsoid.clone(rectangleGeometry._ellipsoid)
    rectangleGeometry._rectangle = Matrix2.Rectangle.clone(rectangleGeometry._rectangle)
    return RectangleGeometry.createGeometry(rectangleGeometry)
  }

  return createRectangleGeometry
})
